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-   -   Zol's Toilet Quest Released (https://forums.graalonline.com/forums/showthread.php?t=134261180)

DemonSpawnn 12-14-2010 12:42 AM

Quote:

Originally Posted by Crono (Post 1616144)
grammar*

Edited, happy now?

Quote:

Originally Posted by ffcmike (Post 1616147)
Obtaining a weapon and using it either to progress through or defeat the boss is something we intend for full-scale dungeons later on, Zol's Toilet is only meant to be a mini dungeon.

A lot of people said dungeon when referring to it, But I see how it is a mini-dungeon now..

scooter123 12-14-2010 02:31 AM

Quote:

Originally Posted by Bell (Post 1616124)
Not everyone feels this way. Hence why there are different types of gameplay on various games. Some enjoy the grind of leveling up while others find questing to be fun and challenging. In Graal's case it equates to different types of servers. You obviously are not a Zelda addict but sales of said game prove that many out there are.

I like Zelda. I like Dragon Age Origins and Fable 3 more :(

Soala 12-14-2010 02:45 AM

Quote:

Originally Posted by scooter123 (Post 1616187)
I like Zelda. I like Dragon Age Origins and Fable 3 more :(

Those are three completely different games. I personaly love zelda more than those big RPG released nowadays, even though they are challenging and fun. Ya I mean it, I love quests above leveling//grinding.

12171217 12-14-2010 06:21 AM

The rats are way too small, you should consider removing them altogether in favor of a slower-moving, larger, less annoying thing. That's how most baddies in Zelda are. And the small ones are easy to spot against the background, don't spawn on top of you, and generally move in slower or less spastic patterns.

maximus_asinus 12-14-2010 06:32 AM

I liked the rats, I don't understand how you guys don't see them as Zeldaish.

DustyPorViva 12-14-2010 06:33 AM

Someone youtube a video of the rats!

ffcmike 12-14-2010 06:50 AM

Quote:

Originally Posted by 12171217 (Post 1616219)
The rats are way too small, you should consider removing them altogether in favor of a slower-moving, larger, less annoying thing. That's how most baddies in Zelda are. And the small ones are easy to spot against the background, don't spawn on top of you, and generally move in slower or less spastic patterns.


(I would imagine this is Graal-related, apologies if deemed not so)

kia345 12-14-2010 06:58 AM

Zelda's rat stay hugging the walls, so they're easily predictable.


I haven't seen the quest's rats, I'm just sayin'.

ffcmike 12-14-2010 07:01 AM

Quote:

Originally Posted by kia345 (Post 1616226)
Zelda's rat stay hugging the walls, so they're easily predictable.


I haven't seen the quest's rats, I'm just sayin'.

Ours move in pretty much the same way, also with the random chance of turning away from the wall after the occasional stop in movement.

12171217 12-14-2010 08:05 AM

The difference is that yours are far smaller, less readable amongst the ugly lighting effect that's placed over the level, and the levels you have are much more cramped. It's pretty impressive that even though you can't see anything in the Zelda dungeon they're far less annoying than in yours. That's a sign of GOOD game design.

And when you run away from a rat in your dungeon, take refuge in another room, the NPCs position isn't reset when you re-enter again, so nearly every room that I enter again I get ****ed up because of the NPCs not resetting their positions.

ffcmike 12-14-2010 08:13 AM

Quote:

Originally Posted by 12171217 (Post 1616232)
The difference is that yours are far smaller

I can't see how our rats are any smaller than the LTTP ones in comparison to size of the player.

Quote:

Originally Posted by 12171217 (Post 1616232)
And when you run away from a rat in your dungeon, take refuge in another room, the NPCs position isn't reset when you re-enter again, so nearly every room that I enter again I get ****ed up because of the NPCs not resetting their positions.

While this is something that would remove the risk of being hit that one time completely it's not necessarily better, I personally thought it was a bit weird in LTTP how baddies would be totally reset once you re-enter.

Remonq 12-14-2010 08:50 AM

Downsider, I don't really expect you to like the quests that we put out. I saw you going through one and laughed the whole time because you were having such trouble just getting the pot of soup to the guy in the graveyard.

DemonSpawnn 12-15-2010 02:50 AM

I also think having the only enemy besides rats be that one plant, the deku baba clone, (which doesn't really make sense that is in a sewer) kind of silly. You could of had some keese clones (bats)..

ffcmike 12-15-2010 02:57 AM

Quote:

Originally Posted by DemonSpawnn (Post 1616298)
I also think having the only enemy besides rats be that one plant, the deku baba clone, (which doesn't really make sense that is in a sewer) kind of silly. You could of had some keese clones (bats)..

While Bats are something we intend to use fairly soon I didn't feel that they made sense in a sewer, atleast there is some back-story to that plant being there as explained within the nearby note, plus it happens to be part of the solution required to progress.

12171217 12-15-2010 03:01 AM

Quote:

Originally Posted by Remonq (Post 1616235)
Downsider, I don't really expect you to like the quests that we put out. I saw you going through one and laughed the whole time because you were having such trouble just getting the pot of soup to the guy in the graveyard.

That obviously wasn't me, I didn't even drop the pot..?

DrakilorP2P 12-15-2010 06:37 PM

Quote:

Originally Posted by ffcmike (Post 1616299)
[...], atleast there is some back-story to that plant being there as explained within the nearby note, plus it happens to be part of the solution required to progress.

What does it say? When I played it didn't say anything.

xnervNATx 12-15-2010 07:14 PM

Quote:

Originally Posted by DrakilorP2P (Post 1616339)
What does it say? When I played it didn't say anything.

did you even try to read it?

DrakilorP2P 12-16-2010 01:44 AM

Quote:

Originally Posted by xnervNATx (Post 1616340)
did you even try to read it?

I tried to grab it and walk into it in various different ways. Didn't seem to do anything.

DemonSpawnn 12-16-2010 02:00 AM

Quote:

Originally Posted by DrakilorP2P (Post 1616374)
I tried to grab it and walk into it in various different ways. Didn't seem to do anything.

It didn't work for me either actually..

ffcmike 12-16-2010 02:42 AM

I think that may well have been as a result of that whole Mac + Linux client requiring a setshape on NPCs in order for findareanpcs() to be detect them (part of our custom wall detection), changed now.

This is what it said:

Quote:

It appears to be a page ripped
out of someone's Diary.

"I received some seeds as a gift
today, but I accidentally dropped
them into the toilet - Galen."
Good ol' Galen eh :).

ff7chocoboknight 12-18-2010 03:09 PM

The thing I see the most is that for some reason players don't constantly heal at the health pots placed in various levels. I've helped a few people and had to keep reminding them to heal when they had .5 - 1 health. Players are being careless and complain about the quest being difficult or stupid.

Heroin 12-19-2010 06:43 PM

overall i liked the quest! i have to admit the rats were kind of annoying, but not as annoying as the drippings from the ceiling which especially pissed me off during the boss fight. also i'd like to state that the beer mug is the best quest reward on graal ever. :)

joel34 12-25-2010 11:50 PM

The boss fight was kinda long. Overall it was good but these rats are annoying.

Jaxer7 02-16-2011 02:27 PM

Edit1: Ok turns out my problem was I was to impatient with him, finalkly got passed him.

Edit2: Also the finding the key from killing all the rats in the room took me awhile to figure out even though I know its something Zelda did all the time, but they also had a compass that let you know there was a key in the room. Also what was the purpose of the block in the room with the boss key when you went in with the water lowered? It was on a chain and i walked up to it and pulled the chain across the room to no purpose that I could see.

ffcmike 02-16-2011 03:18 PM

Quote:

Originally Posted by Jaxer7 (Post 1631130)
Also the finding the key from killing all the rats in the room took me awhile to figure out even though I know its something Zelda did all the time

I have noticed that some people do take a while to figure this out, but I don't believe it's required for there to be a hint specifically saying that you need to kill all of the rats within that level, it's really one of those things which to most people should be self explanatory as baddies are there to be killed, there was also no compass with the very first time this happened in LTTP, can't say I ever needed to look at the compass to figure out I needed to do this either.

Quote:

Originally Posted by Jaxer7 (Post 1631130)
Also what was the purpose of the block in the room with the boss key when you went in with the water lowered? It was on a chain and i walked up to it and pulled the chain across the room to no purpose that I could see.

This is the process that retracted the barred gates on either side of the level, first allowing you to push the block through the hole in the floor on the right, second allowing you to exit through the gap on the left once the water is raised back up, so you can swim across to the boss key.

Googi 02-20-2011 07:18 AM

Quote:

Originally Posted by ffcmike (Post 1631136)
I have noticed that some people do take a while to figure this out, but I don't believe it's required for there to be a hint specifically saying that you need to kill all of the rats within that level, it's really one of those things which to most people should be self explanatory as baddies are there to be killed, there was also no compass with the very first time this happened in LTTP, can't say I ever needed to look at the compass to figure out I needed to do this either.

If they did more damage or something it might encourage the player to kill them all.

ffcmike 02-20-2011 07:26 AM

Quote:

Originally Posted by Googi (Post 1632042)
If they did more damage or something it might encourage the player to kill them all.

At this stage players are at 3 hearts and these are doing 0.5 damage, reducing the necessary hits from 6 to 3 would be pretty extreme.
The one thing I had considered was forcing you to have to kill them all one time in order for the entrance + exit doors to open.

Bell 02-21-2011 08:19 AM

Killing to open doors was also fairly common on Classic. It should also make players realize that killing those guys chasing you actually have a purpose if they think they are just level decorations.

Astram 02-25-2011 09:36 PM

Hey, maybe a new tileset will help Classic get more players

DustyPorViva 02-25-2011 09:37 PM

Quote:

Originally Posted by Bell (Post 1632335)
Killing to open doors was also fairly common on Zelda.

There ya go.

ffcmike 02-25-2011 11:08 PM

Quote:

Originally Posted by Astram (Post 1633249)
Hey, maybe a new tileset will help Classic get more players

If you're referring to the present time there is absolutely no worries about playercount on what is an Under Construction server, if you mean going forward I wouldn't be opposed to there being specific parts of the original tileset improved, overall it is a much more appropriate tileset for the adventure theme than the modern one, an entirely new one could possibly be too drastic.
Still I wouldn't worry about it too much as it's really the gameplay itself that is going to have by far the most effect on attracting players.

MattKan 02-27-2011 07:36 PM

Quote:

Originally Posted by Astram (Post 1633249)
Hey, maybe a new tileset will help Classic get more players

The tileset is fine...

Crono 02-27-2011 08:03 PM

Quote:

Originally Posted by Astram (Post 1633249)
Hey, maybe a new tileset will help Classic get more players

No, but nice try.

ff7chocoboknight 03-03-2011 03:04 AM

Quote:

Originally Posted by Astram (Post 1633249)
Hey, maybe a new tileset will help Classic get more players

You're joking, right?

DustyPorViva 03-03-2011 03:10 AM

A new tileset totally helped iPhone Classic. It looks awesome... now...

Astram 03-05-2011 02:24 AM

Quote:

Originally Posted by DustyPorViva (Post 1634197)
A new totally helped iPhone Classic. It looks awesome... now...

Exactly...

ffcmike 03-05-2011 02:52 AM

Quote:

Originally Posted by Astram (Post 1634590)
Exactly...

I think he's making a joke out of the fact that Stefan took his arguably good tileset from the public tiles thread and mixed it with stuff from the New World project which several people feel looks awful or atleast conflicts with the style.

The reason Stefan decided to do this in his own words was "I don't want people saying Graal is just a Zelda ripoff", which is exactly what Classic/Original Graal was.


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